## Summary Builds on PR #2446's cache-direct A*. The previous PR conservatively routed players + creatures with capability flags entirely through the slow path. This PR pushes that line: most mobile classes now use the cache, with the right rule set layered on top per-mobile, and the cache fast-path now does the dynamic items / mobiles check that PR #2446 had silently skipped. ## What changed - **Non-GM players** now use the cache. Diagonal corner-cut applies the strict AND-rule (BOTH cardinal partners walkable) by reading the same source-cell mask byte the creature OR-rule reads — both rules are evaluable from one byte. - **Creatures with `CanOpenDoors` / `CanMoveOverObstacles`** now use the cache. Reading `MovementImpl` confirmed those flags only affect dynamic items, never static tiles, so they were over-conservatively excluded before. - **Swim creatures** now use the cache via a capability overlay. `StepProbe` bakes a second rule set (`canSwim=true, cantWalk=true`) producing `WetMask` + `SwimZ_*`. The algorithm composes `effectiveMask = (walkMask & !cantWalk) | (wetMask & canSwim)` per direction; walk Z preferred when both apply. - **Dynamic-obstacle pass.** Cache fast-path now mirrors `MovementImpl`'s per-cell items + mobiles collision check (`GetItemsAt` / `GetMobilesAt` at the target cell, with `CanOpenDoors` / `CanMoveOverObstacles` / spell-field overrides). This closes a correctness gap from PR #2446 — the cache fast-path was silently skipping dynamic obstacles entirely. - **`StepCache.TryGetMask` returns `StepMask` struct** instead of 11 out parameters. `HitKind` rolls into the struct with an `IsHit` accessor. Sets up wet/swim without ballooning the call site. - **`StepChunk.MultiZCells` is lazy-init.** Most chunks are entirely single-Z; allocating the 32-byte bitmap up-front wasted ~256KB at full cap. - **Admin commands.** `[PathCacheStats` (resident chunks + hit/miss/eviction counters) and `[PathCacheClear` (drop everything, zero counters). - **Feature flag.** `bitmap_pathfinding_cache` (default true) gates the cache fast-path. Flipped off, every cell expansion routes to `MovementImpl` — equivalent to PR #2446's slow-path-only behavior. Safety net for shipping the new behavior. `RequiresSlowPath` shrinks to just `CanFly` — flying creatures Z-jump arbitrarily, which the cache's static-Z model can't accommodate.
349 lines
13 KiB
C#
349 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Logging;
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namespace Server.Engines.Pathing.Cache;
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/// <summary>
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/// Singleton store of per-chunk static walkability data. Chunks correspond to
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/// Map.SectorSize = 16; key encoding packs (mapId, chunkX, chunkY) into a long.
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/// Lazily built on first query; invalidated by version-check vs Sector.MultisVersion;
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/// memory bounded by MaxResidentChunks via probabilistic LRU eviction.
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///
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/// Default-walker scope only. Cells with multi-Z surfaces and queries for non-default
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/// walkers route to the MovementImpl slow path via the Fallthrough_* hit kinds.
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/// </summary>
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public sealed class StepCache
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(StepCache));
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public static StepCache Instance { get; } = new();
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private readonly Dictionary<long, StepChunk> _chunks = new();
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// Parallel list of keys for O(1) random sampling during eviction. Kept in lockstep
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// with _chunks: append on Miss_NotBuilt, swap-and-pop on eviction.
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private readonly List<long> _keysList = new();
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// Telemetry counters
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private long _hits;
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private long _missesNotBuilt;
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private long _missesDirtyRebuild;
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private long _fallthroughMultiZ;
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private long _fallthroughOffMap;
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private long _fallthroughSourceZMismatch;
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private long _evictionsByLruCap;
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private long _buildsTotal;
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private StepCache() { }
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/// <summary>Hard cap on resident chunk count. Default 8192. Override for tests / ops.</summary>
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public int MaxResidentChunks { get; set; } = 8192;
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/// <summary>
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/// Pack (mapId, chunkX, chunkY) into a single long key.
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/// Layout: [reserved 16][mapId 16][chunkX 16][chunkY 16].
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/// </summary>
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internal static long EncodeKey(int mapId, int chunkX, int chunkY) =>
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((long)(mapId & 0xFFFF) << 32) | ((long)(chunkX & 0xFFFF) << 16) | (long)(chunkY & 0xFFFF);
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public CacheStats GetStats() => new CacheStats(
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residentChunks: _chunks.Count,
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hits: _hits,
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missesNotBuilt: _missesNotBuilt,
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missesDirtyRebuild: _missesDirtyRebuild,
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fallthroughMultiZ: _fallthroughMultiZ,
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fallthroughOffMap: _fallthroughOffMap,
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fallthroughSourceZMismatch: _fallthroughSourceZMismatch,
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evictionsByLruCap: _evictionsByLruCap,
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buildsTotal: _buildsTotal
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);
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/// <summary>
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/// Drop all cached chunks AND zero every telemetry counter. Used by tests and
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/// benchmarks that need a known cold-start state. Counter reset is intentional —
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/// counters are since-last-clear, not since-startup.
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/// </summary>
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public void Clear()
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{
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_chunks.Clear();
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_keysList.Clear();
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_hits = 0;
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_missesNotBuilt = 0;
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_missesDirtyRebuild = 0;
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_fallthroughMultiZ = 0;
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_fallthroughOffMap = 0;
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_fallthroughSourceZMismatch = 0;
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_evictionsByLruCap = 0;
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_buildsTotal = 0;
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}
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/// <summary>
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/// Probabilistic LRU sample size — picks SampleSize random resident chunks per
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/// eviction and evicts the oldest of that sample. Approximates true LRU at a tiny
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/// fraction of the cost (no full sort). Redis uses the same approach (`maxmemory-samples`).
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/// 5 yields ~quality-of-true-LRU for cache eviction; higher values trade speed for accuracy.
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/// </summary>
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private const int LruSampleSize = 5;
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/// <summary>
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/// If resident chunk count exceeds MaxResidentChunks, evict via probabilistic LRU
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/// until the count is at or below the cap. Per-eviction cost is O(LruSampleSize),
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/// independent of resident count — sustained cap pressure has no perpetual perf hit.
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/// Called from CacheEvictionTimer; also callable directly from tests.
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/// </summary>
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public void EnforceLruCap()
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{
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var overflow = _chunks.Count - MaxResidentChunks;
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if (overflow <= 0)
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{
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return;
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}
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while (overflow-- > 0 && _keysList.Count > 0)
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{
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var oldestIdx = -1;
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long oldestTouched = long.MaxValue;
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long oldestKey = 0;
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// Sample LruSampleSize random keys; track the oldest by LastTouchedTicks.
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// With replacement is fine — collisions are rare and don't break correctness.
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var samples = Math.Min(LruSampleSize, _keysList.Count);
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for (var s = 0; s < samples; s++)
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{
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var idx = Utility.Random(_keysList.Count);
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var k = _keysList[idx];
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var touched = _chunks[k].LastTouchedTicks;
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if (touched < oldestTouched)
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{
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oldestTouched = touched;
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oldestKey = k;
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oldestIdx = idx;
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}
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}
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_chunks.Remove(oldestKey);
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// Swap-and-pop _keysList[oldestIdx] with the tail; O(1) regardless of position.
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var last = _keysList.Count - 1;
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if (oldestIdx != last)
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{
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_keysList[oldestIdx] = _keysList[last];
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}
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_keysList.RemoveAt(last);
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_evictionsByLruCap++;
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}
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}
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internal static void DecodeKey(long key, out int mapId, out int chunkX, out int chunkY)
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{
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mapId = (int)((key >> 32) & 0xFFFF);
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chunkX = (int)((key >> 16) & 0xFFFF);
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chunkY = (int)(key & 0xFFFF);
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}
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private const int ChunkSize = 16;
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/// <summary>
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/// Hot-path query. Returns the cached mask + 8 destination Z values + hit kind.
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/// Inspect <see cref="StepMask.IsHit"/> to decide whether to use the result or fall
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/// back to the slow path.
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/// </summary>
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public StepMask TryGetMask(Map map, int x, int y, sbyte sourceZ)
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{
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if (map == null || map == Map.Internal || x < 0 || y < 0 || x >= map.Width || y >= map.Height)
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{
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_fallthroughOffMap++;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_OffMap);
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}
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var chunkX = x >> 4;
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var chunkY = y >> 4;
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var key = EncodeKey(map.MapID, chunkX, chunkY);
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var hitKindResult = CacheHitKind.Hit;
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if (!_chunks.TryGetValue(key, out var chunk))
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{
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chunk = ResolveMissingChunk(map, chunkX, chunkY);
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_chunks[key] = chunk;
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_keysList.Add(key);
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hitKindResult = CacheHitKind.Miss_NotBuilt;
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}
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else
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{
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var sector = map.GetRealSector(chunkX, chunkY);
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if (chunk.BuiltMultisVersion != sector.MultisVersion)
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{
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chunk = BuildChunk(map, chunkX, chunkY);
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_chunks[key] = chunk;
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hitKindResult = CacheHitKind.Miss_DirtyRebuild;
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// _missesDirtyRebuild++ deferred to the outcome switch below so a
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// multi-Z fallthrough on a freshly dirty-rebuilt chunk doesn't double-count.
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}
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}
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chunk.LastTouchedTicks = Core.TickCount;
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var cellIndex = ((y - (chunkY << 4)) << 4) | (x - (chunkX << 4));
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if (chunk.IsCellMultiZ(cellIndex))
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{
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_fallthroughMultiZ++;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_MultiZ);
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}
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// Source-Z guard: the cache stores one answer per cell baked at SourceZ.
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// StepHeight tolerance accepts incremental Z jitter; loosening it breaks parity
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// because tile reachability shifts at step-height boundaries.
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if (Math.Abs(sourceZ - chunk.SourceZ[cellIndex]) > StepHeight)
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{
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_fallthroughSourceZMismatch++;
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return new StepMask(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, CacheHitKind.Fallthrough_SourceZMismatch);
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}
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switch (hitKindResult)
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{
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case CacheHitKind.Miss_NotBuilt: { _missesNotBuilt++; break; }
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case CacheHitKind.Miss_DirtyRebuild: { _missesDirtyRebuild++; break; }
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case CacheHitKind.Hit: { _hits++; break; }
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}
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return new StepMask(
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chunk.WalkMask[cellIndex],
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chunk.WetMask[cellIndex],
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chunk.WalkZN[cellIndex],
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chunk.WalkZNE[cellIndex],
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chunk.WalkZE[cellIndex],
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chunk.WalkZSE[cellIndex],
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chunk.WalkZS[cellIndex],
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chunk.WalkZSW[cellIndex],
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chunk.WalkZW[cellIndex],
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chunk.WalkZNW[cellIndex],
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chunk.SwimZN[cellIndex],
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chunk.SwimZNE[cellIndex],
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chunk.SwimZE[cellIndex],
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chunk.SwimZSE[cellIndex],
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chunk.SwimZS[cellIndex],
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chunk.SwimZSW[cellIndex],
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chunk.SwimZW[cellIndex],
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chunk.SwimZNW[cellIndex],
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hitKindResult
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);
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}
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/// <summary>
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/// Chunk-miss resolution: build the chunk via the runtime baker.
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/// </summary>
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private StepChunk ResolveMissingChunk(Map map, int chunkX, int chunkY) =>
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BuildChunk(map, chunkX, chunkY);
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private StepChunk BuildChunk(Map map, int chunkX, int chunkY)
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{
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var chunk = new StepChunk();
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var sector = map.GetRealSector(chunkX, chunkY);
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chunk.BuiltMultisVersion = sector.MultisVersion;
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var baseX = chunkX << 4;
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var baseY = chunkY << 4;
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for (var dy = 0; dy < ChunkSize; dy++)
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{
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for (var dx = 0; dx < ChunkSize; dx++)
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{
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var x = baseX + dx;
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var y = baseY + dy;
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var cell = (dy << 4) | dx;
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map.GetAverageZ(x, y, out _, out var avgZ, out _);
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// Bake from the slow path's "standing Z" (the surface Z a creature actually
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// stands at, not the ground avg). A* tracks newZ as standing Z, so SourceZ
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// must match for the source-Z guard not to over-fire.
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var standingZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
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var result = StepProbe.ComputeMaskAt(map, x, y, standingZ);
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chunk.WalkMask[cell] = result.WalkMask;
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chunk.WetMask[cell] = result.WetMask;
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chunk.SourceZ[cell] = standingZ;
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chunk.WalkZN[cell] = result.WalkZ_N;
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chunk.WalkZNE[cell] = result.WalkZ_NE;
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chunk.WalkZE[cell] = result.WalkZ_E;
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chunk.WalkZSE[cell] = result.WalkZ_SE;
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chunk.WalkZS[cell] = result.WalkZ_S;
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chunk.WalkZSW[cell] = result.WalkZ_SW;
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chunk.WalkZW[cell] = result.WalkZ_W;
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chunk.WalkZNW[cell] = result.WalkZ_NW;
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chunk.SwimZN[cell] = result.SwimZ_N;
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chunk.SwimZNE[cell] = result.SwimZ_NE;
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chunk.SwimZE[cell] = result.SwimZ_E;
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chunk.SwimZSE[cell] = result.SwimZ_SE;
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chunk.SwimZS[cell] = result.SwimZ_S;
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chunk.SwimZSW[cell] = result.SwimZ_SW;
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chunk.SwimZW[cell] = result.SwimZ_W;
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chunk.SwimZNW[cell] = result.SwimZ_NW;
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// Multi-Z = ≥2 surfaces reachable from standingZ. Mirrors the baker's
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// CheckStaticStep filter so we don't over-mark.
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if (CountReachableSurfaces(map, x, y, standingZ) > 1)
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{
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chunk.MarkCellMultiZ(cell);
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}
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}
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}
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_buildsTotal++;
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return chunk;
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}
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private const int PersonHeight = 16;
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private const int StepHeight = 2;
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/// <summary>
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/// Counts walkable surfaces actually reachable from a creature standing at sourceZ.
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/// Mirrors <see cref="StepProbe"/>.CheckStaticStep so cells flagged multi-Z
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/// here are exactly those where the baker would have multiple candidate destinations.
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/// Reachable when: surface and !impassable; stepTop ≥ itemTop; vertical overlap with
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/// the creature's PersonHeight envelope.
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/// </summary>
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internal static int CountReachableSurfaces(Map map, int x, int y, sbyte sourceZ)
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{
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var startTop = sourceZ + PersonHeight;
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var stepTop = startTop + StepHeight;
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var count = 0;
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (!data.Surface || data.Impassable)
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{
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continue;
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}
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var itemZ = tile.Z;
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var itemTop = data.Bridge ? itemZ : itemZ + data.Height;
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if (stepTop < itemTop)
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{
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continue;
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}
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if (sourceZ + PersonHeight > itemZ && itemZ + data.Height > sourceZ)
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{
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count++;
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}
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}
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// Land surface check — same shape, but use GetAverageZ for the land's effective top.
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var landTile = map.Tiles.GetLandTile(x, y);
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var landFlags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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if (!landTile.Ignored && (landFlags & TileFlag.Impassable) == 0)
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{
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map.GetAverageZ(x, y, out var landZ, out _, out var landTop);
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if (stepTop >= landZ && sourceZ + PersonHeight > landZ && landTop > sourceZ)
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{
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count++;
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}
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}
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return count;
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}
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}
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